DRAGONS
By D. H. Casciano
&
M. Fisher“Areh Villain
Brigand
Wier Dragon
Cave Dragon |
Executioner
Half Ogre
Tilusioner
Physician
Sand Mirk
Seductress
Templer
Costi Cat
Phygillian Birds
Contents
ARCH VILLAIN
Charisma scores of 6 or less by fighters allows arch villain status.
Basically, the arch villain is the opposite of the Palladin.
Arch Villains obtain the strike from behind advantage of thieves. In
addition if their dexterity is greater than 16 they may perform the
other actions of thieves with the appropriate bonus.
Arch Villains do not suffer the effects of disease but are carriers and
by their mere touch may pass on the disease to others. Arch Villains
have a 10% higher saving throw against all forms of attack except
melee. Arch Villains above 8th level have a 40% chance of attracting
(evil spells, undead, and evil enchanted monsters) who will then do
their bidding for 3 turns. The evil spells and monsters must be present
as the Arch Villain cannot conjure them.
Arch Villains with any type of evil sword are immune to magic.
Arch Villains are always chaotic-bad and any good act causes them
to lose their arch villain status forever. A good act is defined as an act
to benefit to another which is not also self-serving to the arch villain.
THE BRIGAND
The brigand is a human fighter/thief with a strength of at least 16
anda dexterity of at least 14. A brigand may perform functions of both
classes simultaneously subject to the following restrictions. .
The brigand may not wear plate mail or employ spears, lances or
other pole weapons. He may not use magic weapons or perform any
magic from scrolis as a normal thief can. The brigand may use silver
tipped arrows and daggers.
A brigand with exceptional strength (18) may wield a regular sword
in each hand thus allowing him to fight two opponents or attach twice
per melee turn, but —2 is added to both hit and damage dice. A
brigand may not use a double handed sword.
A brigand obtains the thief’s advantage when attacking silently
from behind (20% better hitting probability and double damage) but if
he is wearing chainmail he may not perform the other skills of thieves.
When wearing leather armor he can perform all the functions ofa thief
except magic, but is still treated as a fighter in combat.
The brigand receives double damage from Paladins. The brigand
may only advance to an 8th level fighter-and all experience points
must be divided between thief and fighter catagories even after 8th
level fighter has been reached. Brigands role damage capacity on a6
sided die.WIER DRAGON
ier dragon is the smallest but nimblest of all dragons. Wier
dratene any not employ weapons or armor but are treated as being
armed with a sword and leather armor when meleeing. They also have
a bite which is rolled on a four sided die plus 1 for each level obtained
over 2nd.
Wier dragons may become magic user’ and progress up to the 3rd
Jevel but all experience points are divided between the 2 areas, even
after 3rd level magic user is obtained. Damage is determined bya 10
sided die, but otherwise wier dragons are treated as fighting men.
After level 8 wier dragons may fly as a balrog.
CAVE DRAGONS
Cave Dragons which include all other species of larger dragons are
not really adaptable to player characters. Cave dragons must role a
six sided die when trying to pass a single door portal a result of 1 or 2
means the attempt is not successful.
THE EXECUTIONER
The prime requisite for the executioner is a strength of 15 or more
and a dexterity of at least 10. The executioner wears only leather
armor (no shield is allowed) and is treated as an assassin without any
of the special benefits of the thief or assassin.
His special weapon is an enchanted double headed two handed ax
which gives him a plus | probability of hits (plus 1 additional for each
dexterity point over 16) against man sized or larger opponents. Hits
with the ax are rolled ona 10 sided die plus 1 plus | for every strength
point over 16. Against smaller than man sized opponents the hit
probability is reduced by 2 unless his dexterity is 18 in which case it is
only reduced by 1.
Advancement levels are the same as for assassins.
3HALF OGRE
Half Ogres are a cross between a human and an ogre. Half Ogres
may not have an intelligence, wisdom, dexterity, comliness or
charisma of above 5. They may transfer points from these areas to
strength and dexterity as long as they do not reduce the area below 5.
Half Ogres may not employ metal-armor or shields, nor may they
use edged weapons, or magical items.
Ogres determine their ability to withstand hits ona 10 sided die plus
5 at first level. In all other ways they are treated as fighting men.
THE HUNTER
Prime requisites, dexterity 12 or better, and constitution 10 or
better. Hunters are very similar to thieves in weapons they may use
and they possess the abilities of thieves to:
. Temove smail traps
. listen for noise
» move with great stealth
. hide in shadows
. climb nearly sheer surfaces
. strike silently from behind
In addition they possess the ability of dwarfs to detect sloping pas-
sages and the ability of elves to find hidden passages.
Hunters receive a bonus when using a bow of plus 10% to hit
probability and role hits with bows on a six sided die.
Hunters are surprised only on a role of 1 in 6 and have the ability to
detect the path of passage and to trail any creature that has passed not
more than 24 hours before. 4th level hunters may speak with animals,
7th level with plants.
DUAN
level points dice or fightin cap.
accumulated
hits
Novice 0 1 1
Scout 2,500 2 2 plus 1
Forester 4,000 3 3
Woodsman 6,000 4 3 plus 2
Tracker 8,000 5 4
Erunter 12,000 6 4 plus 1
Master Tracker 20,000 7 4 plus:2
Master Hunter 40,000 8 5
Master Hunter - 9th tev. 60,000 9 5 plus 1
Master - 10 lev. 80,000 10 5 plus 1
Master - 11 lev. 100,000 11 5 plus 2
Master - 12 lev. 140,000 = 12 6
Guild Master 200,000 only one per campaign
(possess magical bow plus 20% hit probability and double dam-
age, magical dagger plus 10% hit probability).
Third level hunters are surprised only 1 in 8, 6 level 1 in 10, 9th level
1 in 20. Scout and above receive plus 1 to hear noise. Forester
receives plus 10% to hide in shadows. Tracker plus 20% to move
silently, and plus 15 to remove traps.THE ILLUSIONER
The illusioner is a human character similar.to a magician, but
instead of conjuring magic he deals in illusions, An Ilusioner may not
wear armor although he may use a bow and arrow and dagger. An
illusioner may carry a shield but when casting an illusion both his
hands must be free.
Intelligence is the prime requisite for an illusioner. Wisdom may be
used an an intelligence booster on a 3 for one basis.
Illusions are cast the same way as spells. Each time an illusioner
tries an illusion he must role for the chance to know a particular
illusion (same as % chance to know for spells).
Subjects of the illusion have a 2% better chance of escaping the
illusion for each intelligence point above 15 and a 5% better chance of
escaping the illusion for each wisdom point above 14.
When attempting a mass illusion (effective upon all creatures
within a 20° radius) the illusion is cast against-the most resistant
member of the group the the percent of success reduced by 4 the
square of the number of creatures in the group upon which the illusion
is cast.
Tilusions do not work against the undead.
Illusioners are always chaotic.
Levels of illusioners are the same as magicians.
LEVEL | - May cast illusions over things but an inorganic
thing cannot be illusioned to be an organic or vice versa.
LEVEL 2- Illusioner may create illusions about himself
but may not make inorganic organic or vice versa.
LEVEL 3- Illusioner may create illusion of non-existence -
for 5 turns.
LEVEL 4- Ilusiouer may change organic to inorganic and
vice versa.
LEVEL 5 - Illusioner may create illusion of Ist level men
and monsters.
LEVEL 6 - 2nd level, level 7, 3rd level, level 8, 4th level
and up.
LEVEL 9 - Iilusioner may create illusion of. missile
weapons which strike with normal effect if saving throw
against illusions (spells) not made.
LEVEL 10 - Illusioner may create illusion of hand held
weapons.
LEVEL 11 - Iilusioner may create illusion of up to 5
weapons at once.
LEVEL 14 - Iltusioner may create illusion of 2nd level
monster.
LEVEL 15- 3rd level, level 16, 4th level; level 17, Sth level
and above.
LEVEL 16 - Illusioner may create one additional monster
illusion per each level attained over 15.
Tlusioner gains 1% increase in chance of success for éach level
obtained.
Illusions below the 9th level cannot attack, although water will
drown a person if he steps into the illusion but the water may not
actively pursue him.
Fifth level illusions have a 10% chance of fighting if attacked and a
90% chance of disappearing if attacked. The probability of fighting is
increased by 5% for each level the illusioner has achieved over Sth.
Ninth level illusions do not disappear when attacked and may
attack on the illusioner’s command.
THE PHYSICIAN
The prime requisite for the physician is intelligence and dexterity.
The combined score in these two catagories must be 24 and neither
catagory may be below 10. Physicians may carry a shield and employ
one handed weapons and bow and arrows. Physicians role for ability
to sustain damage on a 4 sided die but because of. knowledge of
anatomy role for damage on a 6 sided die. Physicians speak all three
alignment languages and for each intelligence point over 14, may
speak an additional language. Physicians may read magic and cast
spells from scrolls. (If the spell being cast is more than 5 levels above
their level, there is a 50% chance it will backfire.) In addition, a
physician may pay a magic user to teach him a spell (a maximum of 3
may be learned). The cost is 2000 gold pieces times the level of the
spell. The chance that the physician will successfully learn the spell is
20% times (the physician’s level minus the level’ of the spell). The
levels of physicians are the same as magic users. .
Trainee (level [) - Binding wounds (takes 2 turns) reduces
damage by one point.
Student (level 2) - Apply save (reduces damage by one
point and takes 24 hours).
Intern (level 3) - Can cure disease not caused by spells.Resident (level 4) - Can cure bit of poisonous animal if
treatment is started in 2 turns after the bite. Takes one
hour.
Doctor (level 5) - May learn one spell Sth level or below.
Practitioner (level 6) - May cure disease caused by any
means.
Specialist (level 7) - May cure insanity.
Surgeon (level 8) - Treatment immediately removes 3 to 18
damage points.
Fellow (level 9) - May learn one spell 9th level or below.
Master Healer (level 10) - May bring back character slain
by just the minimum number of damage points to kill if
treatment within 1 turn of damage being inflicted.
Master (level 11) - May bring back character slain by not
more than 5 damage points over the number required to
kill if treated within 1 turn.
Master (level 12) - May ressurect anyone not over | day
dead as cleric with wand.
Master (level 13) - May resurrect character not over 7 days
dead.
Master (level 14) - May resurrect character not over 14
days dead.
Master (level 15) - May learn one spell level 15 or above.
President, College of Physicians (level 16) - Only one per
campaign — may learn a total of 6 spells and may speak all
languages.
Physicians may charge for their services and in fact, if they do not
charge someone with the ability to pay, there is a 20% chance that the
physicians college will find out and drop them one level. A physician
may send an assassin after anyone who has not paid his bill. This does
not cost the physician, as the assassin’s fee is paid by the college of
physicians and surgeons. The assassin’s level would be equal to the
physicians.
Physicians administering healing potions etc. cure double damage
points.
Physicians above the level of specialist may cure paralysis by
rolling 16 or better on the die, receive plus 1 for each experience level
over 7 obtained. Physician may attempt to cure paralysis only once
per character. .
1
SAND MIRKS
Sand mirks are perhaps the best thieves and in fact this is the only
profession they may follow. Sand mirks receive all the special advan-
tages of Dwarven and elfin thieves. Sand mirk’s hide is treated as
leather armor. One bite per melee.
Sand Mirks have two magical spells:
1. Instill fear in opponents. Humans or animals may be
attacked (defense same as armor protection-clerics aid 1
to defense for each level obtained). In fear attack success-
“ful, roll 8 sided die, then subtract victims experience level.
This is the number of turns that the victim must run di-
rectly away from the sand mirk. A zero result means that
the sand mirk may not be attacked. Spell effective against
all living targets within 5°.
2. Sand mirks may attempt to charm females of any type.
Other than above sand mirks can never use magic.THE SEDUCTRESS
Combined score Charisma and Comliness must be 30 or higher.
Basically a thief but without strike from behind bonus.
May not employ armor while seducing. Target saves as per magic
minus 1% per each level above one seductress obtains. if seduced
target falls hopelessly in love.
Twenty percent chance any lie will be believed, increases 2% foreach
level obtained to 6th, 5% each level to 10th, 10% each level thereafter.
For each intelligence point over 15 and additional language may be
spoken.
Experience points divided equally between thief and seductress
(seductress levels and top same as thieves).
b ror each charisma or comliness point above 16 lower saving throw
ry 5%,
if two or more creatures seduced by the same person, remain
within 10’ for more than two turns, roll 6 sided die for each creature,
once for each turn, result of 6 and that creature attacks its rival.
Seduced creature will not leave seductress for more than 10 turns per
game.
A seductress may decide to work in all three catagories, seduc-
tress, thief and illusioner at the same time and may use all three skills
in the same adventure, but experience points are divided between all
three groups equally and she may not Progress above level 6 in any
catagory. In addition when functioning in all three catagories at the
same time she may never wear armor or employ more thana dagger as
a weapon.
THE TEMPLER
The templer belongs to a holy order of fighting knights. The templer
is treated as a fighting man and always must use plate mail. He may
use any weapon used by a fighting man but the weapons he uses must
be ‘‘Holy Weapons’’ made of silver and blessed by a cleric. In
addition he must also pay for a cross of silver which is to be imbedded
into his shield. In return for this heavy outlay for weapons the templer
obtains certain advantages:
1. Plus 1 to hits when fighting the undead.
2. May turn undead as a cleric.
3. May progress simultaneously in both cleric and fighting
man fields, but experience points must be divided between.
the two areas.
4, The templer may cast the spells of the cleric, but he
must remove his armor to do so.
The templer is limited in that he may only obtain 14th level fighting
man and third Jevel cleric. Ninety five percent of templars are lawful
and 5% chaotic.
THE WHORE
Prime requisite Comliness and charisma must total 24. Treated as
magic user but obtains strike from behind advantage of thief as well as
thief’s pickpocket advantage. In addition the above skills are en-
hanced by an additional 20% probability if the subject is being
seduced at the time.
For each point of the combined charisma and comliness score over
30 the chance of seducing is increased by 2%.
Seduction may be cast against any creature of the same level as the
whore, saving throw for human type is roll of less than 12 plus wisdom
level over 12, humanoid 14 plus wisdom level over 12, non-human or
humanoid 16 plus wisdom level over 16. If seduced victim rust rol! 20
sided die times 2 times times 4 the square of the seductress level.
This is the amount in gold which must be paid. If the customer doe not
haye the money he must trade his possessions at 4 their purchase
value. Whore may roll only once per day against any one character
and only once per day against 1 member of party. Darkness adds plus
2 to die roll. Levels same as magic user. Whores may not cast spells
other than seduction.
Since we have given you these great characters it is only fitting that
we should give the dungion master some problems for these new
characters.COSTI CAT
The costi cat looks exactly like a large common alley cat but
fluently speaks law, neutral, and chaotic.
Only 10% of what the costi cat says is true and 50% of what it saysis
harmful, Any person touching or being touched by the costi cat
contracts a repungnant but nonfatal disease which reduces all his
capacities by 44. This disease is freely transmitted to any other human
by touch.
The costi cat has hit dice 4 and attacks withits teeth and claws (each
produces ! point of damage). The costi cat reconstitutes itself 4 turns
after being killed and will always rejoin the party which killed it as it
moves 5’ per turn faster than humans can run.
The only way to permanently destroy the costi cat is to burn it and
scatter the ashes.
PHYGILLIAN BIRDS
Phygillian birds are found in pools of stagnent water. They feed on
carion. When disturbed or frightened (on six sided die when character
passing within 10° Fighter disturbs on roll of 1, 2, or 3, magic user, or
cleric 1 or 2. Thief 1. subtract { for dwarf or elf.) Reduce die roll by 1
for each additional 10’ distance the birds are ‘bypassed.
12
When frightened or startled, the Phygillian. birds fly-in:
flight at 20° per turn until they return to their'home pon
tentacles are poisonous and inflict’! to 4 damage. points I
ing. Defense same as against melee; but, prone man gets
defense and dwarf or elf gets plus-3 when standing. Ni
advantage to prone man for-dexterity or for pron
It takes five birds to a line five feet long. Each
once per pass. Each bird is one hit-point. Phygillian, ir
enter a room without water or will they enter'a cave or the or
will continue to fly along the corridors in a random. fashi
mined by die role till they return to their home pool.”